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| A minotaur is a half-[[human|man]], half-bull. Unfortunately for the woman giving birth to the thing, the head is taurine,<s> giving the monster huge horns</s> calves are not born with horns, everything should be fine. Though at least one artist drew the minotaur as a messed up centaur, with a human head on a hulking bull.
| | the byproduct of god rape that didn't become an aasimar |
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| This creature originates in Greek mythology, which is pretty fucked up. The first minotaur was born to Pasiphae, the wife of a king of Crete named Minos. Minos was supposed to sacrifice a white bull to the god Poseidon, but he refused because he took a liking to the majestic creature. As punishment Poseidon made his wife take a greater, [[FATAL]]-level, liking to the bull. After the minotaur was born, it was kept in a labyrinth so that ordinary people wouldn't have to look at it. This might seem like a pretty raw deal for the minotaur, but on the other hand the Cretans sacrificed virgins to it every year.
| | zeus fucked up by turning into a bull and commiting the unforgivable sin of furritude |
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| As a result of this story, minotaurs are associated with labyrinths and mazes of all kinds. For example, in [[4e]] they enjoy puzzles and feel at home in twisting, turning passages. Whenever minotaurs build towns or cities, the roads are always arranged in the most confusing way possible. To the locals, this makes perfect sense. To adventurers, it's a fucking pain. To [[GM]]s, it's an easy way to take up an hour or two of the party's time after they breeze through your perfectly designed challenge in 5 minutes and you have nothing left this session.
| | no sea of hymen blood can wash away THAT sin |
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| 4e was also the first edition to make minotaurs a playable race, rather than monsters. In [[Points of Light]], Minotaurs were originally ruled over by Baphomet, the Horned King. After the Dawn War ended, he was cast into the Abyss and [[Erathis]], the goddess of civilisation, called dibs on the minotaurs. This went well for a short while, until [[Cultist-Chan|cultists]] of Baphomet corrupted the city, and [[Melora]] had to kill them with fire. Individual minotaurs struggle with the insane beasts that rages in the maze within their heads. If they succumb to this madness, they often fall into thralldom to Baphomet. If they were to overcome this insanity, or keep it at bay their entire lives, minotaurs can be civilised creatures, though often preferring to live on the edge of society.
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| In [[Dragonlance]], it's noted that minotaurs actually have two-toed but otherwise human-like feet, with hooves being restricted to corrupted throwback-mutants. They're also famous for being even more Greco-Roman inspired than minotaurs usually are, having a highly disciplined, warlike culture based on a strong army and martial honor, gladiatorial games being super-important (even how they select their emperors!), and being expert sailors. So much so that 5e made minotaurs playable by using the Krynn variant as inspiration and releasing it in the Waterborne Adventures web-enhancement [[http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf| here]]
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| [[Warcraft]] was one of the first settings to give good minotaurs a look, in the form of the tauren, which are basically minotaurs done by way of the "noble savage Native American" stereotype. They eventually gave them an arctic EVIL equivalent as well.
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| In [[White Wolf]]'s [[Scion]] setting, minotaurs are a race of Demigod-tier mooks spawned when the aforementioned White Bull of Crete emerged from the sea, raped Pasiphae, and then began rampaging all over Crete raping every woman it encountered until Hercules came along and caught the fucking thing - King Minos couldn't stop it because it would have pissed off Poseidon, who sent it to do this pretty much for shits and giggles. All-male themselves, minotaurs have to keep raping human women to keep their numbers up.
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| Alonside [[centaurs]], minotaurs share the dubious honor of being a race that is alternatively embraced and shunned by fans of both [[monstergirls]] and [[furry]] - though their native form leans much closer to the furry side, monstergirlified minotaurs who are basically women with huge tits and sometimes 10% or so furry (1 or more of ears, horns, tail, hooves) are pretty common. Probably because of the connotation between "cow monstergirl" and "fucking huge tits" oppai Oppai OPPAI.
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| ==D&D Racial Stats==
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| Playable minotaurs have never received a lot of attention, but they have appeared here and there throughout the editions.
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| ===Dragonlance===
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| In the 3.5 Sourcebook "Races of Ansalon", Minotaurs got a chapter all to themselves. Their stats are as follows:
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| • +4 Strength, –2 Dexterity, –2 Intelligence, –2 Charisma. Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscle over their minds. Minotaur arrogance can be offensive to other races.
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| • Medium: As Medium creatures, minotaurs have no special bonuses or penalties.
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| • A minotaur’s base land speed is 30 feet.
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| • +2 natural armor bonus.
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| • Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
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| • +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
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| • Minotaurs may take the scent special quality as a feat. (See the Monster Manual.)
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| • Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
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| • Favored Class: Fighter.
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| ===World of Warcraft: The Roleplaying Game===
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| Tauren, the aforementioned Good Guy Minotaurs, appeared in the original [[Warcraft]] D20 RPG, but were re-written with a much better format (including dumping the racial level adjustment) in the [[World of Warcraft]] re-release. They were there from the corebook, and they had these stats:
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| * +2 Strength, -2 Agility (Dexterity)
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| * Medium
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| * Base land speed 30 feet
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| * Natural Weapon (Ex): Taurens have a set of horns that function as a natural weapon that deals 1D8+ Str bonus damage. Tauren are automatically proficient in the use of their horns.
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| * Weapon Familiarity: Tauren Halberds and Tauren Totems are Martial weapons rather than Exotic for Tauren.
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| * Weapon Proficiency: Longspear and Shortspear
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| * +2 Racial bonus on Handle Animal and Survival checks. Handle Animal and Survival are always class skills for Tauren.
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| * Racial Class: Tauren
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| * Favored Class: Warrior
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| Tauren Racial Class
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| Hit Die: D10
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| Skill Points (1st level): (2 + Int modifier) x 4
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| Skill Points (else): 2 + Int modifier
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| "Class" Skills: Climb, Concentration, Handle Animal, Listen, Sense Motive, Spellcraft, Spot, Survival.
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| Weapon & Armor Proficiency: Simple Weapons, exluding Crossbows, and Light Armor
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| Level 1: BAB +0, Fort Save +2, Ref Save +0, Will Save +2,+1 Strength, Tauren Charge (when charging, a tauren may use their horns instead of a melee weapon; this lets the tauren inflict a Gore attack that does horn damage + 1 1/2 times the tauren's Strength modifier in addition to the normal benefits)
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| Level 2: BAB +1, Fort Save +2, Ref Save +0, Will Save +2, +2 Spirit (Wisdom), +4 racial bonus on saves vs. fear, Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)
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| Level 3: BAB +2, Fort Save +3, Ref Save +1, Will Save +3,+1 Strength, Improved Tauren Charge (tauren is considered Large size for charging and bull rushing, +4 racial bonus on Strength checks for bull rush effects), Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)
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| ===D&D 4e===
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| The sad proof that, for all 4e's efforts at trying to undo the pigeonholing effect of race from editions past, it hadn't quite gotten past it yet. Not a mechanically ''bad'' race, few 4e races were, but so heavily optimised for close-quarter combat that there was little encouragement besides fluff to be anything other than a melee brute.
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| * Ability Scores: +2 Strength, +2 Constitution OR +2 Wisdom
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| * Size: Medium
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| * Speed: 6 squares
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| * Vision: Normal
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| * Skill Bonuses: +2 Nature, +2 Perception
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| * Vitality: +1 healing surge
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| * Ferocity: When you drop to zero hit points or fewer, you can make a melee basic attack as an immediate interrupt.
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| * Heedless Charge: You have a +2 racial bonus to AC against attacks of opportunity you provoke during a charge.
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| * Goring Charge: You have the Goring Charge racial power.
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| Goring Charge
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| Minotaur Racial Encounter Power
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| ''You charge the enemy and gore it with your horns.''
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| Standard Action
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| Melee 1
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| Effect: You charge and make the following attack in place of a melee basic attack:
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| Target: One Creature
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| Attack: Strength, Constitution or Dexterity +4 (6 at 11th level and 8 at 21st level) vs. AC
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| Hit: 1D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.
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| * Level 11: 2D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.
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| * Level 21: 3D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.
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| ===D&D 5e===
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| Explicitly modeled after the Krynnish version, since WoTC this time realised that with the [[half-orc]], [[warforged]], and [[goliath]] already done, the "big tough bruiser" racial niche is already pretty overcrowded.
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| * Ability Score Increase. Your Strength score increases by 1.
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| * Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
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| * Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
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| * Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
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| * Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
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| * Speed. Your base walking speed is 30 feet.
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| * Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
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| * Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
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| * Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
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| * Labyrinthine Recall. You can perfectly recall any path you have traveled.
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| * Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
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| * Languages. You can speak, read, and write Common.
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| {{D&D4e-Races}}
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| {{D&D5e-Races}}
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| [[Category:Furry]] [[Category:Monstergirls]] [[Category:Monsters]]
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